MoveParty
Move the party one cell, turning to face the way it goes.
Full documentation: MoveParty. Wire type: move_party.
Legal session modes: exploring
JSON Schema
{
"$defs": {
"Direction": {
"description": "The four grid directions the party faces and moves in.\n\nThis is the direction vocabulary the whole crawl uses: which way\n`MoveParty` steps, which side of a cell\n`OpenDoor` works on, which way a transition faces the party on\narrival. There is no up or down here. Between levels is a\n`TransitionSpec`.\n\nThe wire values are lowercase and they serialize into commands, events, and saves, so changing\none is a `schema_version` bump.",
"enum": [
"north",
"east",
"south",
"west"
],
"title": "Direction",
"type": "string"
}
},
"description": "Move the party one cell, turning to face the way it goes.\n\nThe party must already be inside a dungeon: a fresh session starts in town, and\n`EnterDungeon` is what places the party at\nthe entrance and switches the session to `exploring`.\n\nModes:\n `exploring`\n\nRejections:\n - `session.command.wrong_mode` - the session is not exploring a dungeon.\n - `exploration.move.cannot_move` - the party cannot move: it is overloaded,\n or a living member is unable to walk.\n - `exploration.move.blocked` - a wall, a closed or secret door, or the map\n edge blocks that direction.\n\nEvents:\n `PartyMovedEvent` with the new position\n and facing. Arriving in the new cell can set off more, each with its own\n event. A `LocationEnteredEvent`\n lands when the party crosses into a new area, level, or dungeon, and a\n `DoorEvent` for each door the party opened\n swinging shut behind it. The area's treasure rolls as a\n `HoardGeneratedEvent`. A room\n trap's spring check posts a\n `DetectionRolledEvent` and a\n `TrapEvent`, and a trap that springs\n resolves at once.\n\n A cell under a burning-oil pool or a *web* catches the party as it arrives\n (`DamageDealtEvent`,\n `HitPointsReportedEvent`,\n `DeathEvent`,\n `EffectAttachedEvent`,\n `ConditionGainedEvent`). A keyed\n encounter opens on arrival with\n `SurpriseRolledEvent`s,\n `EncounterStartedEvent`,\n `ReactionRolledEvent`, and\n `StanceChangedEvent`, and an\n attacks stance opens battle at once\n (`BattleStartedEvent`).\n\n The step accrues toward the turn clock, and crossing a turn boundary brings\n its bookkeeping:\n `EffectExpiredEvent` with a\n `LightEvent` for a light burning out,\n `FatigueEvent` on the rest cadence,\n `ProvisionsEvent` on a day boundary,\n and `WanderingCheckEvent` on the\n wandering cadence.",
"properties": {
"command_type": {
"const": "move_party",
"default": "move_party",
"title": "Command Type",
"type": "string",
"description": "The wire discriminator. Each subclass fixes it to its own snake_case literal, like\n`\"move_party\"` or `\"open_door\"`, so you never set it yourself: constructing the subclass\ndoes. It's what `parse_command` and the\n`AnyCommand` union read to rebuild the right class\nfrom a serialized mapping, and it stays the same across releases."
},
"source": {
"anyOf": [
{
"minLength": 1,
"type": "string"
},
{
"type": "null"
}
],
"default": null,
"title": "Source",
"description": "An annotation naming the authored object (a trigger or quest id) or the game\nsystem on whose behalf the command was issued. Execution never reads it: a stamped\ncommand does exactly what the same command unstamped does. It is logged and replayed\nwith the command, so the log alone answers \"why did this happen\". Absent is `None`,\nand the empty string is not a value."
},
"direction": {
"$ref": "#/$defs/Direction",
"description": "Which way to step. The party turns to face that way as it goes, so a move is also a turn.\nTo change facing without spending the step, use\n`TurnParty`. A direction with a wall, a closed door, an\nundiscovered secret door, or the map edge behind it is refused with\n`exploration.move.blocked`, and\n`ExploredLevelView.edges` is where a front\nend reads which sides of the cell the party can leave by."
}
},
"required": [
"direction"
],
"title": "MoveParty",
"type": "object"
}